10.15.1 → 10.16.1
Q
− Hecarim cleaves nearby enemies for 18/60/102/144/186 (+0.60 AD) physical damage. (60% damage to minions)If Hecarim damages at least one enemy with this attack he gains a stack of Rampage, reducing the base cooldown of this skill by 1 second and increasing its damage by 5% for a short duration. This effect can stack up to 2 times.
+ Hecarim cleaves nearby enemies for 18/60/102/144/186 (+0.60 AD) physical damage. (60% damage to minions)If Hecarim damages at least one enemy with this attack he gains a stack of Rampage, reducing the base cooldown of this skill by 1 second and increasing its damage by 5% for a short duration. This effect can stack up to 2 times.
W
− Hecarim deals 80/120/160/200/240 (+0.80 AP) magic damage over 4 seconds to all nearby enemies. Hecarim is healed for 30% of the damage these enemies take from any source.Hecarim cannot heal more than 90/120/150/180/210 Health from minions or monsters.
+ Hecarim deals 80/120/160/200/240 (+0.80 AP) magic damage over 4 seconds to all nearby enemies. Hecarim is healed for 30% of the damage these enemies take from any source.Hecarim cannot heal more than 90/120/150/180/210 Health from minions or monsters.
E
− Hecarim gains increasing Movement Speed and can move through units for 4 seconds. His next attack knocks the target back dealing 45/75/105/135/165 (+0.50 AD) to 90/150/210/270/330 (+1 AD) physical damage based on how far Hecarim has traveled during Devastating Charge (knockback distance also scales).Devastating Charge's remaining duration pauses during Onslaught of Shadows.
+ Hecarim gains increasing Movement Speed and can move through units for 4 seconds. His next attack knocks the target back dealing 45/75/105/135/165 (+0.50 AD) to 90/150/210/270/330 (+1 AD) physical damage based on how far Hecarim has traveled during Devastating Charge (knockback distance also scales).Devastating Charge's remaining duration pauses during Onslaught of Shadows.
R
− Hecarim summons spectral riders and charges forward, dealing 50/150/250 (+1 AP) magic damage to enemies hit. Hecarim releases a shockwave at the end of his charge, causing nearby enemies to flee from him for 0.75 to 2 seconds (increases by charge distance).Hecarim himself will only move to the targeted location. The riders will always move the full distance.
+ Hecarim summons spectral riders and charges forward, dealing 50/150/250 (+1 AP) magic damage to enemies hit. Hecarim releases a shockwave at the end of his charge, causing nearby enemies to flee from him for 0.75 to 2 seconds (increases by charge distance).Hecarim himself will only move to the targeted location. The riders will always move the full distance.
Hecarim